Generates texture tiles for terrains and uses marching squares for tile transitions. These features are very much in early stages of development.
Пример #1
0
        /// <summary>
        /// Updates map pixel data based on current coordinates.
        /// Must be called before other data update methods.
        /// </summary>
        public void UpdateMapPixelData(TerrainTexturing terrainTexturing = null)
        {
            if (!ReadyCheck())
            {
                return;
            }

            //System.Diagnostics.Stopwatch stopwatch = System.Diagnostics.Stopwatch.StartNew();
            //long startTime = stopwatch.ElapsedMilliseconds;

            // Get basic terrain data
            MapData = TerrainHelper.GetMapPixelData(dfUnity.ContentReader, MapPixelX, MapPixelY);
            dfUnity.TerrainSampler.GenerateSamples(ref MapData);

            // Handle terrain with location
            if (MapData.hasLocation)
            {
                TerrainHelper.SetLocationTiles(ref MapData);
                TerrainHelper.BlendLocationTerrain(ref MapData);
            }

            // Set textures
            if (terrainTexturing != null)
            {
                terrainTexturing.AssignTiles(dfUnity.TerrainSampler, ref MapData);
            }

            //long totalTime = stopwatch.ElapsedMilliseconds - startTime;
            //DaggerfallUnity.LogMessage(string.Format("Time to update map pixel data: {0}ms", totalTime), true);
        }
        /// <summary>
        /// Complete terrain data update using jobs system. (second of a two stage process)
        /// </summary>
        /// <param name="terrainTexturing">Instance of TerrainTexturing class to use.</param>
        public void CompleteMapPixelDataUpdate(TerrainTexturing terrainTexturing = null)
        {
            // Convert heightmap data back to standard managed 2d array.
            MapData.heightmapSamples = new float[heightmapDim, heightmapDim];
            for (int i = 0; i < MapData.heightmapData.Length; i++)
            {
                MapData.heightmapSamples[JobA.Row(i, heightmapDim), JobA.Col(i, heightmapDim)] = MapData.heightmapData[i];
            }

            // Convert tilemap data back to standard managed 2d array.
            // (Still needed for nature layout so it can be called again without requiring terrain data generation)
            MapData.tilemapSamples = new byte[tilemapDim, tilemapDim];
            for (int i = 0; i < MapData.tilemapData.Length; i++)
            {
                byte tile = MapData.tilemapData[i];
                if (tile == byte.MaxValue)
                {
                    tile = 0;
                }
                MapData.tilemapSamples[JobA.Row(i, tilemapDim), JobA.Col(i, tilemapDim)] = tile;
            }

            // Create tileMap array or resize if needed and copy native array.
            if (TileMap == null || TileMap.Length != MapData.tileMap.Length)
            {
                TileMap = new Color32[MapData.tileMap.Length];
            }
            MapData.tileMap.CopyTo(TileMap);

            // Copy max and avg heights. (TODO: Are these needed? Seem to not be used anywhere)
            MapData.averageHeight = MapData.avgMaxHeight[TerrainHelper.avgHeightIdx];
            MapData.maxHeight     = MapData.avgMaxHeight[TerrainHelper.maxHeightIdx];

            DisposeNativeMemory();
        }
        /// <summary>
        /// Update map pixel data based on current coordinates. (first of a two stage process)
        ///
        /// 1) BeginMapPixelDataUpdate - Schedules terrain data update using jobs system.
        /// 2) CompleteMapPixelDataUpdate - Completes terrain data update using jobs system.
        /// </summary>
        /// <param name="terrainTexturing">Instance of TerrainTexturing class to use.</param>
        /// <returns>JobHandle of the scheduled jobs</returns>
        public JobHandle BeginMapPixelDataUpdate(TerrainTexturing terrainTexturing = null)
        {
            // Get basic terrain data.
            MapData = TerrainHelper.GetMapPixelData(dfUnity.ContentReader, MapPixelX, MapPixelY);

            // Create data array for heightmap.
            MapData.heightmapData = new NativeArray <float>(heightmapDim * heightmapDim, Allocator.TempJob);

            // Create data array for tilemap data.
            MapData.tilemapData = new NativeArray <byte>(tilemapDim * tilemapDim, Allocator.TempJob);

            // Create data array for shader tile map data.
            MapData.tileMap = new NativeArray <Color32>(tilemapDim * tilemapDim, Allocator.TempJob);

            // Create data array for average & max heights.
            MapData.avgMaxHeight = new NativeArray <float>(new float[] { 0, float.MinValue }, Allocator.TempJob);

            // Create list for recording native arrays that need disposal after jobs complete.
            MapData.nativeArrayList = new List <IDisposable>();

            // Generate heightmap samples. (returns when complete)
            JobHandle generateHeightmapSamplesJobHandle = dfUnity.TerrainSampler.ScheduleGenerateSamplesJob(ref MapData);

            // Handle location if one is present on terrain.
            JobHandle blendLocationTerrainJobHandle;

            if (MapData.hasLocation)
            {
                // Schedule job to calc average & max heights.
                JobHandle calcAvgMaxHeightJobHandle = TerrainHelper.ScheduleCalcAvgMaxHeightJob(ref MapData, generateHeightmapSamplesJobHandle);
                JobHandle.ScheduleBatchedJobs();

                // Set location tiles.
                TerrainHelper.SetLocationTiles(ref MapData);

                // Schedule job to blend and flatten location heights. (depends on SetLocationTiles being done first)
                blendLocationTerrainJobHandle = TerrainHelper.ScheduleBlendLocationTerrainJob(ref MapData, calcAvgMaxHeightJobHandle);
            }
            else
            {
                blendLocationTerrainJobHandle = generateHeightmapSamplesJobHandle;
            }

            // Assign tiles for terrain texturing.
            JobHandle assignTilesJobHandle = (terrainTexturing == null) ? blendLocationTerrainJobHandle :
                                             terrainTexturing.ScheduleAssignTilesJob(dfUnity.TerrainSampler, ref MapData, blendLocationTerrainJobHandle);

            // Update tile map for shader.
            JobHandle updateTileMapJobHandle = TerrainHelper.ScheduleUpdateTileMapDataJob(ref MapData, assignTilesJobHandle);

            JobHandle.ScheduleBatchedJobs();
            return(updateTileMapJobHandle);
        }
        /// <summary>
        /// Updates map pixel data based on current coordinates.
        /// Must be called before other data update methods.
        /// </summary>
        public void UpdateMapPixelData(TerrainTexturing terrainTexturing = null)
        {
            if (!ReadyCheck())
            {
                return;
            }

            // Get basic terrain data
            MapData = TerrainHelper.GetMapPixelData(dfUnity.ContentReader, MapPixelX, MapPixelY);
            TerrainHelper.GenerateSamples(dfUnity.ContentReader, ref MapData);

            // Handle terrain with location
            if (MapData.hasLocation)
            {
                TerrainHelper.SetLocationTiles(dfUnity.ContentReader, ref MapData);
                TerrainHelper.FlattenLocationTerrain(dfUnity.ContentReader, ref MapData);
            }

            // Set textures
            if (terrainTexturing != null)
            {
                terrainTexturing.AssignTiles(ref MapData);
            }
        }
        /// <summary>
        /// Updates map pixel data based on current coordinates.
        /// Must be called before other data update methods.
        /// </summary>
        public void UpdateMapPixelData(TerrainTexturing terrainTexturing = null)
        {
            if (!ReadyCheck())
                return;

            // Get basic terrain data
            MapData = TerrainHelper.GetMapPixelData(dfUnity.ContentReader, MapPixelX, MapPixelY);
            TerrainHelper.GenerateSamples(dfUnity.ContentReader, ref MapData);

            // Handle terrain with location
            if (MapData.hasLocation)
            {
                TerrainHelper.SetLocationTiles(dfUnity.ContentReader, ref MapData);
                TerrainHelper.FlattenLocationTerrain(dfUnity.ContentReader, ref MapData);
            }

            // Set textures
            if (terrainTexturing != null)
            {
                terrainTexturing.AssignTiles(ref MapData);
            }
        }
        /// <summary>
        /// Updates map pixel data based on current coordinates.
        /// Must be called before other data update methods.
        /// </summary>
        public void UpdateMapPixelData(TerrainTexturing terrainTexturing = null)
        {
            if (!ReadyCheck())
                return;

            //System.Diagnostics.Stopwatch stopwatch = System.Diagnostics.Stopwatch.StartNew();
            //long startTime = stopwatch.ElapsedMilliseconds;

            // Get basic terrain data
            MapData = TerrainHelper.GetMapPixelData(dfUnity.ContentReader, MapPixelX, MapPixelY);
            dfUnity.TerrainSampler.GenerateSamples(ref MapData);

            // Handle terrain with location
            if (MapData.hasLocation)
            {
                TerrainHelper.SetLocationTiles(ref MapData);
                TerrainHelper.BlendLocationTerrain(ref MapData);
            }

            // Set textures
            if (terrainTexturing != null)
            {
                terrainTexturing.AssignTiles(dfUnity.TerrainSampler, ref MapData);
            }

            //long totalTime = stopwatch.ElapsedMilliseconds - startTime;
            //DaggerfallUnity.LogMessage(string.Format("Time to update map pixel data: {0}ms", totalTime), true);
        }